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c83ec8228c
* Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. * Moving and organizing Player code - Move code to CharacterComponent - Remove extraneous interfaces - Simplify some code greatly - Change some types to return and take in const ref (only structs larger than 8 bytes benefit from this change.) - Update code to use CharacterComponent for sending to zone instead of Player*. - Remove static storage container (static containers can be destroyed before exit/terminate handler executes) * remove player cast * Remove extra includes * Add a player manager Used for the static Player functions. Further removes stuff from the Player class/file. * chore: Move ghosting functionality to component Tested that ghosting still works and players are still firing off the OnPlayerLeave and relevant handlers. * move to unordered_set
55 lines
1.4 KiB
C++
55 lines
1.4 KiB
C++
#ifndef __GHOSTCOMPONENT__H__
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#define __GHOSTCOMPONENT__H__
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#include "Component.h"
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#include "eReplicaComponentType.h"
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#include <unordered_set>
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class NiPoint3;
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class GhostComponent : public Component {
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public:
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static inline const eReplicaComponentType ComponentType = eReplicaComponentType::GHOST;
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GhostComponent(Entity* parent);
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~GhostComponent() override;
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void SetGhostOverride(bool value) { m_GhostOverride = value; };
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const NiPoint3& GetGhostReferencePoint() const { return m_GhostOverride ? m_GhostOverridePoint : m_GhostReferencePoint; };
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const NiPoint3& GetOriginGhostReferencePoint() const { return m_GhostReferencePoint; };
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const NiPoint3& GetGhostOverridePoint() const { return m_GhostOverridePoint; };
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bool GetGhostOverride() const { return m_GhostOverride; };
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void SetGhostReferencePoint(const NiPoint3& value);
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void SetGhostOverridePoint(const NiPoint3& value);
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void AddLimboConstruction(const LWOOBJID objectId);
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void RemoveLimboConstruction(const LWOOBJID objectId);
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void ConstructLimboEntities();
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void ObserveEntity(const int32_t id);
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bool IsObserved(const int32_t id);
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void GhostEntity(const int32_t id);
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private:
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NiPoint3 m_GhostReferencePoint;
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NiPoint3 m_GhostOverridePoint;
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std::unordered_set<int32_t> m_ObservedEntities;
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std::unordered_set<LWOOBJID> m_LimboConstructions;
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bool m_GhostOverride;
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};
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#endif //!__GHOSTCOMPONENT__H__
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